EFEKTIVITAS PENGGUNAAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TURNAMENT (TGT) BERBASIS MEDIA PERMAINAN ULAR TANGGA TERHADAP HASIL BELAJAR MAHASISWA PADA MATA MATERI SASTRA INDONESIA
Abstract
Abstrak: Penelitian ini bertujuan untuk mengetahui (1) validitas pengembangan model pembelajaran kooperatif tipe team games tournament (TGT) berbasis media permainan ular tangga yang dilaksanakan secara daring pada materi Sastra Indonesia mahasiswa program studi Pendidikan Bahasa Indonesia FKIP UMSU?, dan (2) efektivitas pengembangan model pembelajaran kooperatif tipe team games tournament (TGT) berbasis media permainan ular tangga yang dilaksanakan secara daring pada materi Sastra Indonesia mahasiswa program studi Pendidikan Bahasa Indonesia FKIP UMSU. Penelitian ini merupakan jenis penelitian pengembangan dengan model 4D yakni define, design, develop, dan disseminate. Teknik pengumpulan data pada penelitian ini dilakukan melalui observasi, pemberian angket, dan tes. Uji coba penelitian dilaksanakan di Semester IV Program Studi Pendidikan Bahasa Indonesia. Hasil penelitian membuktikan bahwa hasil belajar mahasiswa mencapai 100% setelah diberi penerapan model pembelajaran team games tournament (TGT) berbasis media permainan ular tangga. Hasil pengujian validitas oleh validator menunjukkan bahwa penggunaan media permainan ular tangga dinyatakan valid dan efektif digunakan dalam pembelajaran daring.
Kata Kunci: model pembelajaran TGT, media permainan ular tangga.
Abstract: This study aims to determine (1) the validity of the development of cooperative learning models of team games tournament (TGT) based on snakes and ladders media games carried out online on Indonesian Literature material of Indonesian Language Education Study Program students of FKIP UMSU ?, and (2) the effectiveness of model development cooperative learning type team games tournament (TGT) based on ladder snake game media that is carried out online on Indonesian Literature material for students of the Indonesian Language Study Program FKIP UMSU. This research is a type of development research with 4D models namely define, design, develop, and disseminate. Data collection techniques in this study were carried out through observation, questionnaires, and tests. The research trial was conducted in Semester IV of the Indonesian Language Study Program. The results of the study prove that student learning outcomes reach 100% after being given the application of the learning model of team games tournament (TGT) based on snakes and ladders game media. The results of validity testing by the validator indicate that the use of snakes and ladders game media is declared valid and effective in online learning.
Keywords: TGT learning model, snake ladder game media.